Hello. In my upcoming game I will have lots of robux items. To log purchases I have a receipt system in the making. This will send info about a purchase either to the console or to a web hook. I have set up the gamepass system but I’m not sure how to do I with developer products. This is what I did for the gamepasses. (Im very new to scripting)
local player = game.Players.LocalPlayer
script.Parent.MouseButton1Click:Connect(function()
print("Promting Purchase!")
wait(0)
game:GetService("MarketplaceService"):PromptGamePassPurchase(game.Players.LocalPlayer, 14713223)
print("Purchase Prompted!")
local MarketplaceService = game:GetService("MarketplaceService")
local gamePassID = 14713223 -- Change this to your game pass ID
-- Function to handle a completed prompt and purchase
local function onPromptGamePassPurchaseFinished(player, purchasedPassID, purchaseSuccess)
if purchaseSuccess == true and purchasedPassID == gamePassID then
print(player.Name .. " purchased the GamePass with ID: " .. gamePassID)
-- Assign this player the ability or bonus related to the game pass
elseif purchaseSuccess == false then
print(player.Name .. " Started purchase Prompt for the GamePass with ID: " .. gamePassID .. " But did not buy. ")
end
end
-- Connect "PromptGamePassPurchaseFinished" events to the "onPromptGamePassPurchaseFinished()" function
MarketplaceService.PromptGamePassPurchaseFinished:Connect(onPromptGamePassPurchaseFinished)
end)
Worth noting that your code will leak memory. All the PromptGamePassPurchaseFinished code should not be inside your click function. Every time the button gets clicked, it’ll spawn a new connection - will be bad in the long run.
Anyway, for products you need to use ProcessReceipt to handle purchased products. There are some articles on the Developer Hub you can check out that’ll help you understand how to use it. You can save purchases and use RemoteEvents if you need to send any information to a client, such as telling them their purchase was successful along with some details about their purchase.
local productId = 1148733206
script.Parent.MouseButton1Click:Connect(function()
print("Prompting Purchase!")
wait(0)
game:GetService("MarketplaceService"):PromptProductPurchase(game.Players.LocalPlayer, productId)
print("Purchase Prompted!")
local MarketplaceService = game:GetService("MarketplaceService")
local DataStoreService = game:GetService("DataStoreService")
local Players = game:GetService("Players")
-- Data store for tracking purchases that were successfully processed
local purchaseHistoryStore = DataStoreService:GetDataStore("PurchaseHistory")
-- Table setup containing product IDs and functions for handling purchases
local productFunctions = {}
-- ProductId 456456 for 100 gold
productFunctions[1148733206] = function(receipt, player)
-- Logic/code for player buying 100 gold (may vary)
local stats = player:FindFirstChild("leaderstats")
local gold = stats and stats:FindFirstChild("Gold")
if gold then
gold.Value = gold.Value + 100
-- Indicate a successful purchase
return true
end
end
-- The core 'ProcessReceipt' callback function
local function processReceipt(receiptInfo)
-- Determine if the product was already granted by checking the data store
local playerProductKey = receiptInfo.PlayerId .. "_" .. receiptInfo.PurchaseId
local purchased = false
local success, errorMessage = pcall(function()
purchased = purchaseHistoryStore:GetAsync(playerProductKey)
end)
-- If purchase was recorded, the product was already granted
if success and purchased then
return Enum.ProductPurchaseDecision.PurchaseGranted
elseif not success then
error("Data store error:" .. errorMessage)
end
-- Find the player who made the purchase in the server
local player = Players:GetPlayerByUserId(receiptInfo.PlayerId)
if not player then
-- The player probably left the game
-- If they come back, the callback will be called again
return Enum.ProductPurchaseDecision.NotProcessedYet
end
-- Look up handler function from 'productFunctions' table above
local handler = productFunctions[receiptInfo.ProductId]
-- Call the handler function and catch any errors
local success, result = pcall(handler, receiptInfo, player)
if not success or not result then
warn("Error occurred while processing a product purchase")
print("\nProductId:", receiptInfo.ProductId)
print("\nPlayer:", player)
return Enum.ProductPurchaseDecision.NotProcessedYet
end
-- Record transaction in data store so it isn't granted again
local success, errorMessage = pcall(function()
purchaseHistoryStore:SetAsync(playerProductKey, true)
end)
if not success then
error("Cannot save purchase data: " .. errorMessage)
end
-- IMPORTANT: Tell Roblox that the game successfully handled the purchase
return Enum.ProductPurchaseDecision.PurchaseGranted
end
-- Set the callback; this can only be done once by one script on the server!
MarketplaceService.ProcessReceipt = processReceipt
end)
No, because ProcessReceipt cannot be used on the client. The sample code on the page, if you want to use it whether for experimenting, modifying or full use, is intended to be in a script in ServerScriptService.
The button click should only be going as far as calling PromptProductPurchase for the product you want to be sold when the player clicks the button, it should not have anything else in it (unless you need the button to do more when it gets clicked beyond prompting the purchase).